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<main>
<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.Common.obj_writer</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">from pathlib import Path
import numpy as np


class ObjWriter():
    &#34;&#34;&#34;
    A writer which write triangles from Feature instances into an OBJ file
    &#34;&#34;&#34;

    def __init__(self):
        self.vertices = list()
        self.normals = list()
        self.triangles = list()
        self.colors = list()
        self.vertex_indexes_dict = {}
        self.normal_indexes_dict = {}
        self._vertex_index = 0
        self._normal_index = 0
        self.centroid = [0, 0, 0]
        self.nb_geometries = 0

    @property
    def vertex_index(self):
        self._vertex_index += 1
        return self._vertex_index

    @property
    def normal_index(self):
        self._normal_index += 1
        return self._normal_index

    def get_centroid(self):
        &#34;&#34;&#34;
        Compute and return the normalized centroid of the OBJ.
        :return: the centroid
        &#34;&#34;&#34;
        self.centroid[:] = [c / self.nb_geometries for c in self.centroid]
        return self.centroid

    def add_to_centroid(self, geom_centroid):
        &#34;&#34;&#34;
        Add the centroid of a geometry to the centroid of the OBJ.
        :param geom_centroid: the centroid of the geometry
        &#34;&#34;&#34;
        self.nb_geometries += 1
        for i, coord in enumerate(geom_centroid):
            self.centroid[i] += coord

    def get_vertex_index(self, vertex, color):
        &#34;&#34;&#34;
        Return the index associated to a vertex.
        If no index is associated to the vertex, create a new index and add the vertex to the OBJ&#39;s vertices.
        :param vertex: the vertex
        :return: the index associated to the vertex
        &#34;&#34;&#34;
        vertex = vertex.tolist()
        if not tuple(vertex) in self.vertex_indexes_dict:
            self.vertex_indexes_dict[tuple(vertex)] = self.vertex_index
            self.vertices.append(vertex)
            self.colors.append(color)
        return self.vertex_indexes_dict[tuple(vertex)]

    def get_normal_index(self, normal):
        &#34;&#34;&#34;
        Return the index associated to a normal.
        If no index is associated to the normal, create a new index and add the normal to the OBJ&#39;s normals.
        :param normal: the normal
        :return: the index associated to the normal
        &#34;&#34;&#34;
        normal = normal.tolist()
        if not tuple(normal) in self.normal_indexes_dict:
            self.normal_indexes_dict[tuple(normal)] = self.normal_index
            self.normals.append(normal)
        return self.normal_indexes_dict[tuple(normal)]

    def compute_triangle_normal(self, triangle):
        &#34;&#34;&#34;
        Compute the normal of a triangle
        :param triangle: a triangle
        :return: the normal vector of the triangle.
        &#34;&#34;&#34;
        U = triangle[1] - triangle[0]
        V = triangle[2] - triangle[0]
        N = np.cross(U, V)
        norm = np.linalg.norm(N)
        return np.array([0, 0, 1]) if norm == 0 else N / norm

    def add_triangle(self, triangle, color):
        &#34;&#34;&#34;
        Add a triangle to the OBJ.
        :param triangle: the triangle
        &#34;&#34;&#34;
        vertex_indexes = list()
        normal_indexes = list()

        normal = self.compute_triangle_normal(triangle)
        for vertex in triangle:
            vertex_indexes.append(self.get_vertex_index(vertex, color))
            normal_indexes.append(self.get_normal_index(normal))

        self.triangles.append([vertex_indexes, normal_indexes])

    def add_geometries(self, feature_list):
        &#34;&#34;&#34;
        Add 3D features to the OBJ.
        :param feature_list: a FeatureList
        &#34;&#34;&#34;
        for geometry in feature_list:
            self.add_to_centroid(geometry.get_centroid())
            for triangle in geometry.get_geom_as_triangles():
                self.add_triangle(triangle, feature_list.materials[geometry.material_index].rgba)

    def write_obj(self, file_name):
        &#34;&#34;&#34;
        Write the OBJ into a file.
        :param file_name: the name of the OBJ file
        &#34;&#34;&#34;
        centroid = self.get_centroid()
        Path(file_name).parent.mkdir(parents=True, exist_ok=True)
        f = open(file_name, &#34;w&#34;)
        f.write(&#34;# &#34; + str(file_name) + &#34;\n&#34;)

        for vertex, color in zip(self.vertices, self.colors):
            f.write(&#34;v &#34; + str(vertex[0] - centroid[0]) + &#34; &#34; + str(vertex[1] - centroid[1]) + &#34; &#34; + str(vertex[2] - centroid[2]) + &#34; &#34; + str(color[0]) + &#34; &#34; + str(color[1]) + &#34; &#34; + str(color[2]) + &#34;\n&#34;)

        for normal in self.normals:
            f.write(&#34;vn &#34; + str(normal[0]) + &#34; &#34; + str(normal[1]) + &#34; &#34; + str(normal[2]) + &#34;\n&#34;)

        for triangle in self.triangles:
            f.write(&#34;f &#34; + str(int(triangle[0][0])) + &#34;//&#34; + str(int(triangle[1][0])) + &#34; &#34; + str(int(triangle[0][1])) + &#34;//&#34; + str(int(triangle[1][1])) + &#34; &#34; + str(int(triangle[0][2])) + &#34;//&#34; + str(int(triangle[1][2])) + &#34;\n&#34;)</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.Common.obj_writer.ObjWriter"><code class="flex name class">
<span>class <span class="ident">ObjWriter</span></span>
</code></dt>
<dd>
<div class="desc"><p>A writer which write triangles from Feature instances into an OBJ file</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class ObjWriter():
    &#34;&#34;&#34;
    A writer which write triangles from Feature instances into an OBJ file
    &#34;&#34;&#34;

    def __init__(self):
        self.vertices = list()
        self.normals = list()
        self.triangles = list()
        self.colors = list()
        self.vertex_indexes_dict = {}
        self.normal_indexes_dict = {}
        self._vertex_index = 0
        self._normal_index = 0
        self.centroid = [0, 0, 0]
        self.nb_geometries = 0

    @property
    def vertex_index(self):
        self._vertex_index += 1
        return self._vertex_index

    @property
    def normal_index(self):
        self._normal_index += 1
        return self._normal_index

    def get_centroid(self):
        &#34;&#34;&#34;
        Compute and return the normalized centroid of the OBJ.
        :return: the centroid
        &#34;&#34;&#34;
        self.centroid[:] = [c / self.nb_geometries for c in self.centroid]
        return self.centroid

    def add_to_centroid(self, geom_centroid):
        &#34;&#34;&#34;
        Add the centroid of a geometry to the centroid of the OBJ.
        :param geom_centroid: the centroid of the geometry
        &#34;&#34;&#34;
        self.nb_geometries += 1
        for i, coord in enumerate(geom_centroid):
            self.centroid[i] += coord

    def get_vertex_index(self, vertex, color):
        &#34;&#34;&#34;
        Return the index associated to a vertex.
        If no index is associated to the vertex, create a new index and add the vertex to the OBJ&#39;s vertices.
        :param vertex: the vertex
        :return: the index associated to the vertex
        &#34;&#34;&#34;
        vertex = vertex.tolist()
        if not tuple(vertex) in self.vertex_indexes_dict:
            self.vertex_indexes_dict[tuple(vertex)] = self.vertex_index
            self.vertices.append(vertex)
            self.colors.append(color)
        return self.vertex_indexes_dict[tuple(vertex)]

    def get_normal_index(self, normal):
        &#34;&#34;&#34;
        Return the index associated to a normal.
        If no index is associated to the normal, create a new index and add the normal to the OBJ&#39;s normals.
        :param normal: the normal
        :return: the index associated to the normal
        &#34;&#34;&#34;
        normal = normal.tolist()
        if not tuple(normal) in self.normal_indexes_dict:
            self.normal_indexes_dict[tuple(normal)] = self.normal_index
            self.normals.append(normal)
        return self.normal_indexes_dict[tuple(normal)]

    def compute_triangle_normal(self, triangle):
        &#34;&#34;&#34;
        Compute the normal of a triangle
        :param triangle: a triangle
        :return: the normal vector of the triangle.
        &#34;&#34;&#34;
        U = triangle[1] - triangle[0]
        V = triangle[2] - triangle[0]
        N = np.cross(U, V)
        norm = np.linalg.norm(N)
        return np.array([0, 0, 1]) if norm == 0 else N / norm

    def add_triangle(self, triangle, color):
        &#34;&#34;&#34;
        Add a triangle to the OBJ.
        :param triangle: the triangle
        &#34;&#34;&#34;
        vertex_indexes = list()
        normal_indexes = list()

        normal = self.compute_triangle_normal(triangle)
        for vertex in triangle:
            vertex_indexes.append(self.get_vertex_index(vertex, color))
            normal_indexes.append(self.get_normal_index(normal))

        self.triangles.append([vertex_indexes, normal_indexes])

    def add_geometries(self, feature_list):
        &#34;&#34;&#34;
        Add 3D features to the OBJ.
        :param feature_list: a FeatureList
        &#34;&#34;&#34;
        for geometry in feature_list:
            self.add_to_centroid(geometry.get_centroid())
            for triangle in geometry.get_geom_as_triangles():
                self.add_triangle(triangle, feature_list.materials[geometry.material_index].rgba)

    def write_obj(self, file_name):
        &#34;&#34;&#34;
        Write the OBJ into a file.
        :param file_name: the name of the OBJ file
        &#34;&#34;&#34;
        centroid = self.get_centroid()
        Path(file_name).parent.mkdir(parents=True, exist_ok=True)
        f = open(file_name, &#34;w&#34;)
        f.write(&#34;# &#34; + str(file_name) + &#34;\n&#34;)

        for vertex, color in zip(self.vertices, self.colors):
            f.write(&#34;v &#34; + str(vertex[0] - centroid[0]) + &#34; &#34; + str(vertex[1] - centroid[1]) + &#34; &#34; + str(vertex[2] - centroid[2]) + &#34; &#34; + str(color[0]) + &#34; &#34; + str(color[1]) + &#34; &#34; + str(color[2]) + &#34;\n&#34;)

        for normal in self.normals:
            f.write(&#34;vn &#34; + str(normal[0]) + &#34; &#34; + str(normal[1]) + &#34; &#34; + str(normal[2]) + &#34;\n&#34;)

        for triangle in self.triangles:
            f.write(&#34;f &#34; + str(int(triangle[0][0])) + &#34;//&#34; + str(int(triangle[1][0])) + &#34; &#34; + str(int(triangle[0][1])) + &#34;//&#34; + str(int(triangle[1][1])) + &#34; &#34; + str(int(triangle[0][2])) + &#34;//&#34; + str(int(triangle[1][2])) + &#34;\n&#34;)</code></pre>
</details>
<h3>Instance variables</h3>
<dl>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.normal_index"><code class="name">var <span class="ident">normal_index</span></code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@property
def normal_index(self):
    self._normal_index += 1
    return self._normal_index</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.vertex_index"><code class="name">var <span class="ident">vertex_index</span></code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@property
def vertex_index(self):
    self._vertex_index += 1
    return self._vertex_index</code></pre>
</details>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.add_geometries"><code class="name flex">
<span>def <span class="ident">add_geometries</span></span>(<span>self, feature_list)</span>
</code></dt>
<dd>
<div class="desc"><p>Add 3D features to the OBJ.
:param feature_list: a FeatureList</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def add_geometries(self, feature_list):
    &#34;&#34;&#34;
    Add 3D features to the OBJ.
    :param feature_list: a FeatureList
    &#34;&#34;&#34;
    for geometry in feature_list:
        self.add_to_centroid(geometry.get_centroid())
        for triangle in geometry.get_geom_as_triangles():
            self.add_triangle(triangle, feature_list.materials[geometry.material_index].rgba)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.add_to_centroid"><code class="name flex">
<span>def <span class="ident">add_to_centroid</span></span>(<span>self, geom_centroid)</span>
</code></dt>
<dd>
<div class="desc"><p>Add the centroid of a geometry to the centroid of the OBJ.
:param geom_centroid: the centroid of the geometry</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def add_to_centroid(self, geom_centroid):
    &#34;&#34;&#34;
    Add the centroid of a geometry to the centroid of the OBJ.
    :param geom_centroid: the centroid of the geometry
    &#34;&#34;&#34;
    self.nb_geometries += 1
    for i, coord in enumerate(geom_centroid):
        self.centroid[i] += coord</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.add_triangle"><code class="name flex">
<span>def <span class="ident">add_triangle</span></span>(<span>self, triangle, color)</span>
</code></dt>
<dd>
<div class="desc"><p>Add a triangle to the OBJ.
:param triangle: the triangle</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def add_triangle(self, triangle, color):
    &#34;&#34;&#34;
    Add a triangle to the OBJ.
    :param triangle: the triangle
    &#34;&#34;&#34;
    vertex_indexes = list()
    normal_indexes = list()

    normal = self.compute_triangle_normal(triangle)
    for vertex in triangle:
        vertex_indexes.append(self.get_vertex_index(vertex, color))
        normal_indexes.append(self.get_normal_index(normal))

    self.triangles.append([vertex_indexes, normal_indexes])</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.compute_triangle_normal"><code class="name flex">
<span>def <span class="ident">compute_triangle_normal</span></span>(<span>self, triangle)</span>
</code></dt>
<dd>
<div class="desc"><p>Compute the normal of a triangle
:param triangle: a triangle
:return: the normal vector of the triangle.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def compute_triangle_normal(self, triangle):
    &#34;&#34;&#34;
    Compute the normal of a triangle
    :param triangle: a triangle
    :return: the normal vector of the triangle.
    &#34;&#34;&#34;
    U = triangle[1] - triangle[0]
    V = triangle[2] - triangle[0]
    N = np.cross(U, V)
    norm = np.linalg.norm(N)
    return np.array([0, 0, 1]) if norm == 0 else N / norm</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.get_centroid"><code class="name flex">
<span>def <span class="ident">get_centroid</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"><p>Compute and return the normalized centroid of the OBJ.
:return: the centroid</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_centroid(self):
    &#34;&#34;&#34;
    Compute and return the normalized centroid of the OBJ.
    :return: the centroid
    &#34;&#34;&#34;
    self.centroid[:] = [c / self.nb_geometries for c in self.centroid]
    return self.centroid</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.get_normal_index"><code class="name flex">
<span>def <span class="ident">get_normal_index</span></span>(<span>self, normal)</span>
</code></dt>
<dd>
<div class="desc"><p>Return the index associated to a normal.
If no index is associated to the normal, create a new index and add the normal to the OBJ's normals.
:param normal: the normal
:return: the index associated to the normal</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_normal_index(self, normal):
    &#34;&#34;&#34;
    Return the index associated to a normal.
    If no index is associated to the normal, create a new index and add the normal to the OBJ&#39;s normals.
    :param normal: the normal
    :return: the index associated to the normal
    &#34;&#34;&#34;
    normal = normal.tolist()
    if not tuple(normal) in self.normal_indexes_dict:
        self.normal_indexes_dict[tuple(normal)] = self.normal_index
        self.normals.append(normal)
    return self.normal_indexes_dict[tuple(normal)]</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.get_vertex_index"><code class="name flex">
<span>def <span class="ident">get_vertex_index</span></span>(<span>self, vertex, color)</span>
</code></dt>
<dd>
<div class="desc"><p>Return the index associated to a vertex.
If no index is associated to the vertex, create a new index and add the vertex to the OBJ's vertices.
:param vertex: the vertex
:return: the index associated to the vertex</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_vertex_index(self, vertex, color):
    &#34;&#34;&#34;
    Return the index associated to a vertex.
    If no index is associated to the vertex, create a new index and add the vertex to the OBJ&#39;s vertices.
    :param vertex: the vertex
    :return: the index associated to the vertex
    &#34;&#34;&#34;
    vertex = vertex.tolist()
    if not tuple(vertex) in self.vertex_indexes_dict:
        self.vertex_indexes_dict[tuple(vertex)] = self.vertex_index
        self.vertices.append(vertex)
        self.colors.append(color)
    return self.vertex_indexes_dict[tuple(vertex)]</code></pre>
</details>
</dd>
<dt id="py3dtilers.Common.obj_writer.ObjWriter.write_obj"><code class="name flex">
<span>def <span class="ident">write_obj</span></span>(<span>self, file_name)</span>
</code></dt>
<dd>
<div class="desc"><p>Write the OBJ into a file.
:param file_name: the name of the OBJ file</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def write_obj(self, file_name):
    &#34;&#34;&#34;
    Write the OBJ into a file.
    :param file_name: the name of the OBJ file
    &#34;&#34;&#34;
    centroid = self.get_centroid()
    Path(file_name).parent.mkdir(parents=True, exist_ok=True)
    f = open(file_name, &#34;w&#34;)
    f.write(&#34;# &#34; + str(file_name) + &#34;\n&#34;)

    for vertex, color in zip(self.vertices, self.colors):
        f.write(&#34;v &#34; + str(vertex[0] - centroid[0]) + &#34; &#34; + str(vertex[1] - centroid[1]) + &#34; &#34; + str(vertex[2] - centroid[2]) + &#34; &#34; + str(color[0]) + &#34; &#34; + str(color[1]) + &#34; &#34; + str(color[2]) + &#34;\n&#34;)

    for normal in self.normals:
        f.write(&#34;vn &#34; + str(normal[0]) + &#34; &#34; + str(normal[1]) + &#34; &#34; + str(normal[2]) + &#34;\n&#34;)

    for triangle in self.triangles:
        f.write(&#34;f &#34; + str(int(triangle[0][0])) + &#34;//&#34; + str(int(triangle[1][0])) + &#34; &#34; + str(int(triangle[0][1])) + &#34;//&#34; + str(int(triangle[1][1])) + &#34; &#34; + str(int(triangle[0][2])) + &#34;//&#34; + str(int(triangle[1][2])) + &#34;\n&#34;)</code></pre>
</details>
</dd>
</dl>
</dd>
</dl>
</section>
</article>
<nav id="sidebar">
<h1>Index</h1>
<div class="toc">
<ul></ul>
</div>
<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers.Common" href="index.html">py3dtilers.Common</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.Common.obj_writer.ObjWriter" href="#py3dtilers.Common.obj_writer.ObjWriter">ObjWriter</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.add_geometries" href="#py3dtilers.Common.obj_writer.ObjWriter.add_geometries">add_geometries</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.add_to_centroid" href="#py3dtilers.Common.obj_writer.ObjWriter.add_to_centroid">add_to_centroid</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.add_triangle" href="#py3dtilers.Common.obj_writer.ObjWriter.add_triangle">add_triangle</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.compute_triangle_normal" href="#py3dtilers.Common.obj_writer.ObjWriter.compute_triangle_normal">compute_triangle_normal</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.get_centroid" href="#py3dtilers.Common.obj_writer.ObjWriter.get_centroid">get_centroid</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.get_normal_index" href="#py3dtilers.Common.obj_writer.ObjWriter.get_normal_index">get_normal_index</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.get_vertex_index" href="#py3dtilers.Common.obj_writer.ObjWriter.get_vertex_index">get_vertex_index</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.normal_index" href="#py3dtilers.Common.obj_writer.ObjWriter.normal_index">normal_index</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.vertex_index" href="#py3dtilers.Common.obj_writer.ObjWriter.vertex_index">vertex_index</a></code></li>
<li><code><a title="py3dtilers.Common.obj_writer.ObjWriter.write_obj" href="#py3dtilers.Common.obj_writer.ObjWriter.write_obj">write_obj</a></code></li>
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